public GuildsDefinition() { settings = SaveLoadService.Load <Dictionary <ulong, GuildSettings> >(FILE_NAME); reactRoles = SaveLoadService.Load <Dictionary <ulong, Dictionary <string, List <ReactRolesDefinition> > > >(REACTROLES_FILENAME); if (settings == null) { settings = new Dictionary <ulong, GuildSettings>(); SaveLoadService.Save(FILE_NAME, settings); } if (reactRoles == null) { reactRoles = new Dictionary <ulong, Dictionary <string, List <ReactRolesDefinition> > >(); SaveLoadService.Save(REACTROLES_FILENAME, reactRoles); } }
public void Awake() { _saveLoadSystem = new SaveLoadService(); //Флаг LevelMove ставится в Exit.cs при переходе со сцены на сцену if (PlayerPrefs.GetInt("LevelMove") == 1) //Если это переход с другой сцены, то загружаем данные из сейва, который был сделан до перехода на эту сцену { Continue(SceneManager.GetActiveScene().name); } else if (PlayerPrefs.GetInt("LoadHandleSave") == 1) { _saveLoadSystem.LoadHandleSave(); PlayerPrefs.SetInt("LoadHandleSave", 0); } }
// Start is called before the first frame update void Awake() { saveLoadService = new SaveLoadService(); playerDataController = FindObjectOfType <PlayerDataController>().GetComponent <PlayerDataController>(); uiController = FindObjectOfType <UIController>(); if (!PlayerPrefs.HasKey(Constants.NEWGAME) || PlayerPrefs.GetInt(Constants.NEWGAME) == 1) { seaWrapper = GameObject.FindGameObjectWithTag("SeaWrapper"); seaPrefab = Resources.Load("Prefabs/Procedural/OceanTile") as GameObject; borderPrefab1 = Resources.Load("Prefabs/Procedural/Border1") as GameObject; borderPrefab2 = Resources.Load("Prefabs/Procedural/Border2") as GameObject; borderPrefab3 = Resources.Load("Prefabs/Procedural/Border3") as GameObject; borderPrefab4 = Resources.Load("Prefabs/Procedural/Border4") as GameObject; loadWater(); bottomWrapper = GameObject.FindGameObjectWithTag("BottomWrapper"); sandPrefab = Resources.Load("Prefabs/Procedural/SandTile") as GameObject; decorationPrefab = Resources.Load("Prefabs/Procedural/BottomDecoration1") as GameObject; loadBottom(); mapWrapper = GameObject.FindGameObjectWithTag("MapWrapper"); islandArray = new List <Island>(); generateIslands(9, 1); generateIslands(6, 2); generateIslands(3, 3); loadIslands(); battleEventHolderPrefab = Resources.Load("Prefabs/Procedural/BattleEventHolder") as GameObject; wreckageEventHolderPrefab = Resources.Load("Prefabs/Procedural/WreckageEventHolder") as GameObject; loadEvents(15); playerShipPrefab = Resources.Load("Prefabs/Procedural/PlayerShip") as GameObject; eventsWrapper = GameObject.FindGameObjectWithTag("EventsWrapper"); //Default resources when creating a new game SetInitialPlayerData(); loadPlayerShipPrefab(); playerDataController.Save(); uiController.ResourcesChanged(playerDataController.PlayerData); } else { playerDataController.Load(); } }
private void SaveVirtualMystery(object parameter) { try { SaveFileDialog saveFileDialog = new SaveFileDialog(); saveFileDialog.FileName = "export.txt"; saveFileDialog.DefaultExt = "txt"; saveFileDialog.Filter = "txt files (*.txt) | *.txt"; if (saveFileDialog.ShowDialog() == true) { SaveLoadService.Save(Mystery, saveFileDialog.FileName); } } catch (Exception ex) { MessageBox.Show(ex.Message, "Fehler beim Speichern", MessageBoxButton.OK, MessageBoxImage.Error); } }
private void LoadVirtualMystery(object parameter) { try { OpenFileDialog openFileDialog = new OpenFileDialog(); if (openFileDialog.ShowDialog() == true) { Mystery = SaveLoadService.Load(Mystery, openFileDialog.FileName); } MainWindow mainWindow = MainWindow.GetSingelton(); mainWindow.Show(); mainWindow.UpdatePlayingField(this); } catch (Exception ex) { MessageBox.Show(ex.Message, "Fehler beim Laden", MessageBoxButton.OK, MessageBoxImage.Error); } }
private bool LoadBotDefinition() { string bd = SaveLoadService.Load("botdefinition.json"); if (bd != null) { botDefinition = JsonConvert.DeserializeObject <BotDefinition>(bd); try { token = botDefinition.GetCurrent().token; return(true); } catch { return(false); } } return(false); }
public static bool ShowMenu() { if (SaveLoadService.CheckIfGamesaveExists()) { player = SaveLoadService.Load(); } bool atMenu = true; Console.Clear(); while (atMenu) { Console.Clear(); bool continueCondition = player != null && player.IsAlive; string continueOption = continueCondition ? "\n[2]Continue" : ""; Console.WriteLine("Welcome to Rougelike by DrMayx!\n\n" + "Close game only from main menu.\n" + "Game saves automatically on closing." + $"\n\n[1]Start new Game{continueOption}\n[9]Exit"); switch (Console.ReadKey().Key) { case ConsoleKey.D1: player = PlayerTile.CreateNewPlayer(); return(true); case ConsoleKey.D2: if (continueCondition) { return(true); } break; case ConsoleKey.D9: return(false); case ConsoleKey.D0: ShowDebugInfo(); break; } } return(false); }
public static CharacterDecider instance; //static variable is shared by all instances of a class /// <summary> /// setting the instance equal to this particular component /// </summary> private void Awake() { //proof that there is only one instance otherwise warn us if (instance != null) { Debug.LogWarning("More than one instance of CharacterDecider found!"); return; } instance = this; saveLoadService = new SaveLoadServiceImpl(); PlayerData playerData = saveLoadService.Load(); if (playerData.loadNextAsNewGame) { CreateNewGame(playerData); } else { LoadExistingGame(playerData); } }
public void SaveTest() { string tmpFilename = Path.GetTempFileName(); MysteryCreator mysteryCreator = new MysteryCreator(); mysteryCreator.NumberOfColumns = 7; mysteryCreator.NumberOfRows = 7; mysteryCreator.NumberOfShips = 12; Mystery mystery = mysteryCreator.Create(); SaveLoadService.Save(mystery, tmpFilename); if (File.Exists(tmpFilename)) { Assert.IsTrue(true); File.Delete(tmpFilename); } else { Assert.IsTrue(false); } }
public static CharacterSelector instance; //static variable is shared by all instances of a class #endregion private void Awake() { //proof that there is only one instance otherwise warn us if (instance != null) { Debug.LogWarning("More than one instance of PlayerStats found!"); return; } instance = this; //get characterPosition characterPosition = player1.transform.position; //get offScreenPosiotion offScreen = player2.transform.position; //get each spriteRenderer player1Renderer = player1.GetComponent <SpriteRenderer>(); player1Renderer.enabled = true; player2Renderer = player2.GetComponent <SpriteRenderer>(); player2Renderer.enabled = false; saveLoadService = new SaveLoadServiceImpl(); }
public void OnButtonClicked(ConsoleKeyInfo button) { _hasMoved = true; if (IsError) { StopGameFunctionalities(); return; } switch (button.Key) { case ConsoleKey.Escape: Console.Clear(); SaveLoadService.Save(PlayerRef); GameStop(); break; case ConsoleKey.A: case ConsoleKey.LeftArrow: if (isAttacking) { movement.Attack(-1, 0); isAttacking = false; break; } movement.Move(-1, 0); break; case ConsoleKey.D: case ConsoleKey.RightArrow: if (isAttacking) { movement.Attack(1, 0); isAttacking = false; break; } movement.Move(1, 0); break; case ConsoleKey.W: case ConsoleKey.UpArrow: if (isAttacking) { movement.Attack(0, -1); isAttacking = false; break; } movement.Move(0, -1); break; case ConsoleKey.S: case ConsoleKey.DownArrow: if (isAttacking) { movement.Attack(0, 1); isAttacking = false; break; } movement.Move(0, 1); break; case ConsoleKey.Spacebar: isAttacking = true; Console.Write("\b"); break; case ConsoleKey.O: QuestControlActivated?.Invoke(true); break; case ConsoleKey.P: QuestControlActivated?.Invoke(false); break; default: Console.Write("\b"); break; } }
public void SaveReactRoles() { SaveLoadService.Save(REACTROLES_FILENAME, reactRoles, Formatting.Indented); }
public void SaveSettings() { SaveLoadService.Save(FILE_NAME, settings); }